Shield gauntlet style still seems the most non magical way to me. Assuming they let you wear a gauntlet. There isn't anything else mundane I am aware of. That said. A Gm might allow a buckler (unworn) to be hidden via sleight of hand. Off hand. I feel like a buckler and a hand crossbow are both probably about the same level of awkward to me.
You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it’s generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
Off hand. When it comes to level 17-20 planning. I always ask the GM if they plan for the game to go that long. ---
but human is still quite good. Just depends what you want out of life~ ------
oh that is fun. Off hand
Technologist is a good feat if no one ielse in your group is using it. Though I typically say two would be good to have. One whose just smart and one who likes tech loot (psychic is 1/2 bag and busy casting after all). Be sure to get a good mix of mind effecting and not mind effecting stuff. Given the title Iron Gods and all. I'd actually suggest a lot of feats that solidify your base. Psychers are pretty potent in their own right. I always value building with an eye to increasing saves or rerolls of saves. Damage mitigation (either through debuffs or long term prebuffs), and feats like toughness, and die hard.
If you look up guide to guides there are some great generic guides to psychics.
1) yep because it doesn't say otherwise. (which is a bit weird)
Overall though I think it is a bit of an oversight that it isn't CL+Cha or something simliar instead of straight cmb.
Late to the party but in general. some I'v seen was "allow the cantrip to work on iterative" and "Make a deadly aim feat for cantrips" The main casters, they never have enough bab for this to make ahuge difference but hey have spells for days later on.
ARcanist's exploit attacks are simliar ish. As is the CL10 feat for firing your arcana. I forget the name but its 30ft and like d4 per spell level (something real rough anyway)
yeah B I think. Because Double Tap states
Weirdly enough with how it is written if the Evoluntionist ability (I haven't read) says "add 1/2 level to the damage done with small arms" and isn't worded similarly it would add that way. But that's neither here nor there as I believe it just treats it as a small arm under normal small arm rules
Yeah. I love enhanced's new biohacker stuff! Very enjoyable stuff. Lv 8 one competes with teh 2d6 acid damage too. So many good ones post 8 that I wish started at 6. Yeah custom weapons would be neat when allowed. Some fun weird ideas. Enhanced's aoe smoke biohacker application (non damaging only) is neat. Though I was hoping for a needle bomb.. because thats horrifyingly great visuals.
Yeah that is the standard to slap a scope on of course.
very strange to give proficiency in nothing.
Howdy
Ah figured as much on the two saves bit. The other saves were straight forward enough as its a save instead of hitting them and such.
There are rules for forgoing as saving throw though. In ch 8 "Forgoing a Saving Throw
Which means at the least Hotbox is a fun way to buff your allies, or in a mycologist way, heal them a bit. although an anesthetiologist's break through would probably be stronger for battle; mycology is better post snce its HP becomes real. Albiet shorter lived temp. Still debating its worth, but I like the utility. Sonic biohackers already like sonic grenades due to the minor inihbitor. So adding more choices with smoke for cheaper is nice.
Clarification question. Hotbox states they make a fort save vs being affected by the applicable biohack. If the biohack itself normally requies a fort save for the effect. Does "affected" mean it then makes a second save, or does affected then mean it is affected by the effect and there isn't a second save? A fair example is Toxicology or Mycology. The inhibitors require fort saves normally upon application, and are harmmful-but they do not do damage.
Off hand, I was reading it as the one initial save only. because they are affected by the applicable biohack. I would have thought they would have said something like exposed to the biohack if it required further effects. but I have been plenty wrong so wanted to reach out as I am trying to judge how useful it is for debuffs (its great buffing wise. Friends can chose to fail saves I think) hotbox theorom. mostly edited out except for specific parts: Hotbox...... you can inject a smoke grenade you’re wielding with a booster or non-damaging inhibitor you have access to........ creature who inhales the smoke must succeed at a Fortitude saving throw or be affected by the applicable biohack. ..........
gm: Yoddles. if Zellgato is showing up again, and has 3(ish) years inbetween to endevour on his own self journey. Sneaked while looking for the group, then I would level him up to 7 (was 6),assumed he got paid in gear and progress him on his orignal plan.
Combined with his own time line observations he's grown a bit older in his 30s now closer to the image I use as well. If he hadn't been using a mask so often folks might have noticed more; but as it is he's just got more salt and pepper going on.
Fair decent spot around these parts for Legato, since he has to piece back his life. I'm good either way if you have plans for any of the zellgatos (or legato) etc. I enjoy the story regardless~ Dice is fates.
Do have his level 6 sheet saved though if sticking with that. I'm pretty chill on it all.
Howdy. As per the tagline. I wonder if there is any kind of guidance for new species grafts? In general I think species grafts are probably the coolest of the augs and offer the most player interest customizing. There are some really cool generic ones that would fit great. Like the Viper CR 9's
or the Aspari
i don't beleive using up a resource is the same as making that action.
I can't think of anything that would mean you can't use body guard while total defensing. It simply counts against the total. It itself is not an attack of opporunity.
Howdy!
We also have something like the Monkey Stance from Style Shifter. This w/ monkey style, when you are prone just adds damage = to wisdom. Do folk know of any other simliar feats or items that just add damage to ranged attacks? If anyones curious. I'm idly looking for fun ways to build up damage for the telkentinc projectile cantrip.
Zepheri wrote: I don't know why but for me the occultist is the class that is more related to the blue mage since he can gain magic based in the equipment that the enemy posese when he get such items Psychodermist is worth a look at for Occultist. It isn't as fast as a bluemage but it has plenty of aspects of it.
Howdy!
How do folks feel about the other parts of it? Using comp for a lot of other stuff can be nice for some things. I sure wish this had been one of those "this or that" archetypes that some of them do. It eats a lot of the class, shame I can't pay for archetypes in feats. Often I would rather buy a few archetypes with feats.
I still play a weekly pf1 game thats been going on for a while and will continue as long as i can with that group. However I no longer look up pf1 games to try out. PF2 i don't dislike, but my group wasn't interested. I played in the playtest and at this point it feels too convoluted to jump in (it isn't. just feels like it at a glance with respect to classes and archetype/etc). I am genreally looking for more starfinder but rarely find any, and rarely more that works with my random schedule. I also really really dislike the sheets etc on roll20 so that makes ti harder. there is a real derth of ttrpg in my small corner. and its mostly devoted to 5e
Howdy The grab and go feat features the ability to grab unattended items quickly
Is there a rules specific unattended object definition? I'm trying to figure out this sort of deal will swing. Its easy enough when its just a handful of rocks. but what if we're heading into say a ball room and I have junk or whatever. I cannot pull them out. So I guess I'd have to scatter them before hand. or spend an action to
Secondary question is if Splash Weapons like the vials would count? Plates are larger and more awkward IMO than several vials and such. but I can see mileage will probbly vary
Howdy Am I correct that a magic Atatli such as the Alchemist's Atlati should follow the normal rules for Atlati? i.e. rapid reload Atlati allowing it to become a free action. Does any rule I am unaware of state that magic versions don't operate under the normal version's rules? Alchemist's Atlati:
Alchemist's Atlatl Source Ranged Tactics Toolbox pg. 28 Aura faint transmutation; CL 1st Slot none; Price 1,500 gp; Weight 2 lbs. Description This wooden atlatl resembles a handheld, lever-controlled catapult. One end sports a shaft covered in carvings of alchemical formulae, and the other is a roughly carved bowl. The user can place an alchemical splash weapon, such as a flask of acid or alchemist’s fire, in the bowl. This is a move action that provokes an attack of opportunity. When the splash weapon is launched from the atlatl, its range is doubled. Magic items (including an alchemist’s bombs) aren’t affected by an alchemist’s atlatl. Construction Requirements Craft Wondrous Item, longshotUC; Cost 750 gp atlati: Atlatl Source Ranged Tactics Toolbox pg. 0, Ultimate Equipment pg. 19 Statistics Cost 2 gp Weight 2 lbs. Damage 1d4 (small), 1d6 (medium); Critical x2; Range 50 ft.; Type P; Special — Category Ranged; Proficiency Martial Weapon Groups Thrown Description This Stone Age weapon is a thin piece of wood or antler used as a lever to hurl a specially fitted dart. An atlatl gives much greater range to a dart, but must be loaded like a projectile weapon. Your Strength modifier applies to damage rolls when you use an atlatl, just as it does for thrown weapons. You can fire—but not load—an atlatl with one hand. Loading an atlatl is a move action that requires two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for atlatls, allowing you to load a dart as a free action.
I'd just make some handvuffs that are higher level and magitech item. That can be used to capture the mote. You clasp cuffs on them then cuff the mote and that sphere sticks to the cuffs so its one neat package. Otherwise it'd be a matter of keeping them drugged I guess. but yeah a bunch of them that would use lethal force if they resist I guess. This is basically the old 90s xmen issue honestly. So might look back at some of the more classic stuff from them for ideas.
I'm hopiong for Starfinder
Apparently I look these up almost yearly hoping for more haha I did realize this time; that I think a biohacker w/ the theorom could probably craft these.
I wish spell amps were more user friendly like they did with grenades. I get that these don't require spell caster to use exactly. but so expensive to try out using them. There are a couple more cantrips these days but not huge options. Honestly the biggest take away I still have is that the "harmless" tag on spells is so weird. Its rarely used--and there are spells that are very simliar that just say "yes negate" or most often just have NO save or SR entry listed at all as opposed to "no" or "yes" that one would expect. I actually haven't found many new latter half spells from Starfinder that have harmless (there are though i'm sure). It almost makes me wish it was harmless or No/none.
I feel like a lot of what the Biohacker is, is weirdly stuck in the Pathfinder 1st diagram.
I find myself wishing I could restore biohacks as a full round action for a resolve. Be fun flavor, switching out a vial in my microlab (my flavoring are a nanite package). I hadn't noticed Instant Recalb. I should check that one out again.
Several years later. Does this feel different for biohackers? Arms expert I still love as it opens up a lot of weapon combos. Which feels valuable with how restricted you are weapon wise and narritve control wise (biohacks are renwable if your group stops often enouugh for a 10min rest) Any of the new ones stand for more interesting?
How about with these and interactions with the new Alt Clas sonic feature?
its a move action to change it each time yep. (or swift+surge).
The gear array is really meant to do specific things. Not everything. Its why you can only have 1 thing out a time. But can have multiple choices of gear and minor gear. Its free gear ultimately, and many at level. It isn't meant to replace you buying gear. Its mean to supplement it. heck I only use Gear Array for utility stuff myself. It saves having random things to carry I rarely use and its nice upscaling over time with it too. Enough so that I went Eldritch Array to add more utility options. Nanite Strike is potent, and I dont much mind finding weapons to use
Well it realistically is only a range penalty reducation. But. I would prefer if it was a more rare weapon, it was unwiedly as well. and it did legi teleport the shot. Its unwiedly because you have to chose the range it fires. and I would have it so they still get full concealment so you'd almost certainly miss anyway. but would allow one to try. They'd just get cover bonuses and concealment bonuses unless you set up a good method of bypassing it. Of note in general though, this is somewhat what phasing does This ammunition is tipped with quantum-variable molecules, allowing it to phase through many materials prior to impacting with its target. If you take a move action to aim and then fire on the same turn a weapon with phasing ammo (including doing so with a sniper weapon), the attack ignores any cover the target has with a hardness equal to given value or less (hardness 10 for 7th-level rounds, hardness 20 for 14th-level rounds). The rounds literally bypass the cover, doing no damage to it.
I believe Analog is fine. The wording in the actual detail mentions that its a colloquial term for less advanced but still tech.
Archaic
Analog
I mean the gear array is free equipment that scales with your level. So I'd argue that is the benefit and why it doesn't get something specific at those levels as it is always growing to an extent. So, not ideal but it does mean if you want to use it with as a secondary you'll have to plan for it. Same as the other abilties. Have to plan for using at a lower power. Meaning keeping a choice lower if need be.
I do not find the art to be bad or worse or anything like that. I just thoughtit was a seperate style than usual. Some influence by modern scifis rather than pulling from Pathfinder style or older scifi. probably due to using new folks or new companies (idk how they source their artwork) I don't have any complaints or issues myself.
Of note. You can use the shield to make unarmed attacks. There isn't any wording I see that says you can't while aligning. So unwieldy one hand is fine with aoo with the shield and the unarmed strike feat I think that it won't have archaic either due to it being a weapon with an item level s and can apply fusions
RiverMesa wrote:
On the off chance ya'll see this. How'd it go?
Folks above seem to have a Operaive (done), Envoy, Mechanic(I assume), and Soldier. Of core. Mechanic is likely the only one I'm interested in. Technomancers have had a huge change in later books, so I have a hard time going back. (Variant Cantrips for instance) is the current Mechanic player intending a drone or exocortic ? I'm currently floating an idea of applying w/ either a support drone mechanic, or a librarian akashic mystic.
Generally sounds like folks are pretty interested and have been. So I am late to that party.
That is of course if there ends up being space as there is a queue of interest already. Sadly difficult to find starfinder games, live or pbp |